CMCharacter Modules 0.1.0

Jump Assist

Kind: Modifier · Add Component: Character Modules > Modifiers > Jump Assist

Aims a jump at a marked ledge in reach. The player lands where they meant to, not where their thumb was.

Aims a jump at a marked ledge in reach, so the player jumps where they meant to, not where their thumb was. It lets a low, readable jump connect the level's marked climbs.

Inspector
▼Jump Assist⋮
CharacterCharacter (Character Motor)
Cone Angle35
Max Distance5
Max Rise1.3
Max Drop1.5
Max Speed8
Clearance0.15
Max Apex1.6
The Jump Assist component in the Inspector, with its defaults.
Origin. Uncharted (2007) and Assassin's Creed (2007), whose jumps find the handhold you were heading for.

How it works

Changes Jump: a jump toward a marked ledge in reach is aimed at it.

Jump Assist: a jump toward a marked ledge in reach goes to it, as in cinematic third-person adventures, where a jump at a hold is an aimed move rather than a free arc. On take-off it looks for a Marked Ledge ahead (within coneAngle of the stick, or of the body's facing with the stick let go), at most maxDistance away and from maxDrop below to maxRise above the hands, and sets the take-off so the hands arrive at its edge on the way down: the lowest arc that meets it at no more than maxSpeed across (a farther ledge gets a higher arc, up to maxApex). Of several in reach it picks the highest: the player is climbing. Jumps with no ledge in reach are left alone. Ledge Climb then catches the ledge.

Rules from the traversal study (D57 to D62); the reaches are estimates.

Combine it

  • Needs: Ledge Climb. The Inspector warns while one is missing.
  • Used by the presets: Traversal Adventure.

Properties

PropertyDescriptionRangeDefault
CharacterThe character this module belongs to. Drag its Character Motor here.None
Cone AngleA ledge this far from the stick's direction, or less, can be aimed at, degrees.0 to 9035
Max DistanceFarthest ledge, across the ground from the hands, metres.0 or more5
Max RiseHighest ledge above the hands at take-off, metres.0 or more1.3
Max DropLowest ledge below the hands at take-off, metres.0 or more1.5
Max SpeedFastest the aimed jump may go across the ground, m/s.0 or more8
ClearanceThe hands peak at least this far above the ledge, so they meet it on the way down, metres.0 or more0.15
Max ApexHighest an aimed jump may rise, metres: a farther ledge is reached with a higher arc, up to this.0 or more1.6

Additional resources